I’m working on a Vision Pro app using Metal and need to implement multi-pass rendering. Specifically, I want to render intermediate results to a texture, then use that texture in a second pass for post-processing before presenting the final output.
What’s the best approach in visionOS? Should I use multiple render passes in a single command buffer or separate command buffers? Any insights on efficiently handling this in RealityKit or Metal?
Thanks!
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Hi,
Apple’s documentation on Order-Independent Transparency (OIT) describes an approach using image blocks, where an array of size 4 is allocated per fragment to store depth and color in a tile shading compute pass.
However, when increasing the scene’s depth complexity by adding more overlapping quads, the OIT implementation fails due to the fixed array size.
Is there a way to dynamically allocate storage for fragments based on actual depth complexity encountered during rasterization, rather than using a fixed-size array? Specifically, can an adaptive array of fragments be maintained and sorted by depth, where the size grows as needed instead of being limited to 4 entries?
Any insights or alternative approaches would be greatly appreciated.
Thank you!